Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
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fix(editor): NetworkPrefabProcessor not marking prefab list dirty #3102
NetworkPrefabProcessor now marks the default NetworkPrefabsListScriptableObject asset as dirty if there are new imports OR deletions.
The Unity Editor is now aware of the changes and able to write them to disk. This prevents the changes from being lost when the editor is quit and allows them to be tracked in version control.
Previously the script would only mark the list as dirty if there had been both new imports and deletions.
Changelog
Fixed: Issue where NetworkPrefabProcessor would not mark the prefab list as dirty and prevent saving the DefaultNetworkPrefabs asset when only imports or only deletes were detected.
Testing and Documentation
No tests have been added.
No documentation changes or additions were necessary
NetworkPrefabProcessor
now marks the defaultNetworkPrefabsList
ScriptableObject
asset as dirty if there are new imports OR deletions.The Unity Editor is now aware of the changes and able to write them to disk. This prevents the changes from being lost when the editor is quit and allows them to be tracked in version control.
Previously the script would only mark the list as dirty if there had been both new imports and deletions.
Changelog
NetworkPrefabProcessor
would not mark the prefab list as dirty and prevent saving theDefaultNetworkPrefabs
asset when only imports or only deletes were detected.Testing and Documentation